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Messages - st0ven
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11
General Discussion / Re: Second Cluster Study - Knights of the Round
« on: January 01, 2013, 07:16:00 pm »
interesting analysis. Ill be excited to observe your edit and also comparisons on post-process filtering.

After examining the original sprite simply from a palette perspective, im already noticing that one of the first things ill be seeking to do is adjusting values to separate the gloves from skintone. If you are running on hardware that can handle at least an 8 bit sprite, it seems to gain very little by needlessly sharing such values so heavily, particularly when the darkest value offers inadequate contrast to differentiate proper depth and distinction.

One thing ive learned that i really dislike about capcoms 90's games in their spritework was the need to 'shift' hues (particularly skintones) that would suggest a magenta-like atmospheric ambiance. Ive become much more fond of skewing towards a more natural blue ambiance, 'shifting' hues essentially in the other direction. Ill be adjusting my palette immediately to reflect that.

12
General Discussion / Re: Altered Beast - a cluster study
« on: January 01, 2013, 06:55:03 pm »
@Helm - I approve of all your edits. Theyre good in their subtlety, and i like the choice placement of some of the edits. The highlight adjustments are subtle but feel better, and i like the stronger cuts on the right shoulder and bicep (i actually darkened the same bicep region on my cleanup in a nearly identical manner you did) I was hoping that you would spend a few moments to do this, because i was hoping to gain some insight on your intuition on pixel placement with specific cluster regions i wasnt quite sure about.

I had fun doing this and im glad you posted another one - im going to go check out that thread right now to give it a shot. One thing that capcom seemed to have learned along the years was a concept similar to clusters when they came around to re-rendering their CVS sprites - but im quite sure this was largely a forced adaptation from the already superior SNK pixel technique.

Also for what its worth, Ive tried to really take to heart some of those edits youve given me over the past year or more involving clusters, and re-read your tutorial several times, to help me adapt to a cleaner pixel style. i feel its crucial for readability on small sprites and tiles, and allowed me to advance from the heavily AA'ed work that i had clung to in the past. Sometimes its hard to admit there are better ways to do things other than the way one is currently doing them and its natural to resist change. but i think these types of studies are doing their part to advance pixel art as an art in the same spirit that this forum was blessed with when it was first conceptualized.

13
General Discussion / Re: Altered Beast - a cluster study
« on: December 31, 2012, 11:34:50 pm »
my edit original
cleaned up edit

@Helm

You know that im not exactly up to date on pixel cluster theory, you frequently have a field day with my work editing for cluster clarity. After seeing your edit i was inspired to create one of my own to perhaps supply an alternative view on cluster simplification.

Of course readability should not fall second to cluster theory. The original sprite palette offered little contrast making distinction between 'groups' rather difficult in certain situations particularly in the legs and right arm.

I refused to alter the palette and didnt bother much changing much of the proportions, though admittedly the feet length is ridiculously long and the boot aesthetic is originally inconsistent from one leg to the other.

This is the solution that i came up with.

14
Pixel Art / Re: Batman mockup!
« on: September 06, 2012, 12:30:07 am »
http://spriteart.com/archive/superbat/ <- check here if you want better quality sources for super bat sprite references.

15
2D & 3D / Re: Pixel art principles in High res graphics?
« on: May 16, 2012, 03:53:13 pm »
i think its possible to keep your clean shapes, a flatter cartoony look AND use gradients all at the same time.... but im not quite sure i know where it is you want to go with this.

Are you feeling that gradient tools are somehow unacceptable in art in that the softness will make it look cheap? Are you simply trying to keep harder edges with your shapes and feel that gradients will somehow undermine this?

As it stands, the method you are using for shading, using many values with harder edges, is simulating a 3d rendered flat to look like 2d effect to my eye. in general it seems facets suggestions are all wise and should help alleviate some of your issues.

  ive made a small edited sample of your helmet to illustrate how i might have vectorized it. is that something you would consider cheap?

16
Pixel Art Feature Chest / Re: Princess Piledriver
« on: April 17, 2012, 05:56:06 pm »


hope you dont mind, i tried an edit of your character to see what shed look like with a few things i had in mind that i would have cleaned up some if it were my character.

I just kindof feel that shes looking a little chunky - i can see youre going with a stylized route, and having some 'thickness' isnt bad or wrong or anything. but perhaps thinning up the legs some and shrinking the feet would do the character's proportions a lot of good. (i left one shoe unedited, i ran out of time to finish it).

what i really dont understand is why the eyes are black. giving her some proper eye whites really improved the overall look of the face i found.

i really enjoy the overall color scheme she has, though i made some very minor palette adjustments on my version ( not very noticeable ones. just some values here and there that made for better transition values for AA and such).

awesome animation mockup, should look slick once its fully animated :)

17
Pixel Art / Re: Hyperwars Remastered
« on: March 11, 2012, 01:49:20 am »
ive been checking out some of your work lately, and youre clearly very good at animation, i really love your latest effects, particularly the bananas! i wouldnt blame you if you were using a reduced 3d render/reference for it, but if not, id be doubly impressed as they look rotoscoped at that scale and color depth, which is fun :).

for the alien illustration, id say make those tri-tits pop! (lol...) but if its a comedic point, it looks a little on the subtle side. also agree with helm on the fist feedback, it is definitely more complicated than it seems, because the fingers dont align evenly like one would initially think without reference. as it stands now it looks kindof like a strange hammer appendage.


18
Pixel Art / Re: Help me
« on: January 25, 2012, 12:59:50 am »
"Look at meee. look at MEEEE!"
</unconstr>

if you wanted to start a real discussion about pixel art, technique, quality, examples, study, reference, etc, im sure you could wind up being credited for starting a really great thread.

otherwise... i can say that i enjoy the abe's odyssey mockup.

19
Pixel Art Feature Chest / Re: Isle of the Dead WIP
« on: January 20, 2012, 06:39:39 pm »
i really love the concept and the palette, and the skull silhouette is rather clever. There is some questionability about the isometric nature in certain areas but i dont feel personally it heavily detracts from the image. what i think i would find most useful as an edit or addition to this piece, is using more lit and shadowed land features to help give the skull itself greater shape and form and depth. For instance you do a very nice job of this around the eye sockets and jaw, but as it fades to the rest of the skull, it appears flat by comparison. this way you also get a greater illusion that youre looking at a skull _first_ and secondary as a whole landscape scenery.

also i think if youre going to do the water aspect of it which i really like, i say really go for it and try to incorporate it well instead of just barely a subtle hint of it. it could add another dimension of depth to your composition i think.

20
Pixel Art Feature Chest / Re: Grass Attempt
« on: January 19, 2012, 09:53:12 pm »
ehhh - again feel obligated to respond after an old tutorial link.

Basically theres as many different ways to represent grass as you can think of representing it. certain things work better than others. certain methods are more popular than others. finding a style that will work for you will certainly help you out much better than trying to emulate someone elses method of doing something.

Having said that, i created a quick little step by step example of how I might go about making some grass tiles today.

note this assumes a pretty simple case of using 32x32 tiles (SD3 screenshot above uses 16x16 tiles, which allows for more granularity so to speak, which can translate into more versatility with transition cases, hiding seams, making special cases, etc).

just using some basic 'spruces' of grass. they look a bit leafy because its a quicker method than trying to emulate thinly bladed grass. also unless the grass is quite tall, trying to define thin blades of grass just doesnt work out very well, because at the pixel level, even that doesnt give you the proper level of detail to insinuate little blades of grass, so we just work with implied 'clumps' of it.


then if i wanted to i might start to imply a little depth. notice im not really taking much care in this example to cleanliness or blending or anything. the greater care taken the more smooth the result will be. this basically just adds an extra layer of depth if you want a 'thicker' grass (note games and game mockups do quite well using rather flat colors for grass with just the occasional groups of implied grass, much more sparse than this).


you can take it a step further if you want and add different values of highlights in between the existing clumps to create more subtly lit areas of grass clumps. your grass will naturally look denser doing this. perhaps it might allow you to more strategically place some of your grass shadow.


from here, add different tiles with different varieties of patterns of clumps or even various different layers of 'depth' for more organic composition of your grass texutres.

NOTE: these clumps are rather sloppy and more care could be taken to make it cleaner and more aesthetically appealing, but thats where the grunt work to pixelling comes in. I made this progression in about 10 minutes, id spend more time on it but i unfortunately have many other things to be doing lately :/. hopefully this will give you some more insight on how you _could_ go about doing some grass. Of course this isnt the only way to do it and maybe other people could jump in on how they go about doing their grass as well.

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